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Comparing deliantra/server/server/player.C (file contents):
Revision 1.48 by root, Tue Dec 19 05:41:22 2006 UTC vs.
Revision 1.142 by root, Fri May 18 19:46:22 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 37
76void 38void
77display_motd (const object *op) 39display_motd (const object *op)
78{ 40{
79 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 return; 49 return;
88 50
89 motd[0] = '\0'; 51 motd[0] = '\0';
90 size = 0; 52 size = 0;
91 53
92 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
93 { 55 {
94 if (*buf == '#') 56 if (*buf == '#')
95 continue; 57 continue;
96 58
97 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 78 return;
117 79
118 rules[0] = '\0'; 80 rules[0] = '\0';
119 size = 0; 81 size = 0;
120 82
121 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
122 { 84 {
123 if (*buf == '#') 85 if (*buf == '#')
124 continue; 86 continue;
125 87
126 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
153 115
154 news[0] = '\0'; 116 news[0] = '\0';
155 subject[0] = '\0'; 117 subject[0] = '\0';
156 size = 0; 118 size = 0;
157 119
158 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
159 { 121 {
160 if (*buf == '#') 122 if (*buf == '#')
161 continue; 123 continue;
162 124
163 if (*buf == '%') 125 if (*buf == '%')
164 { /* send one news */ 126 { /* send one news */
165 if (size > 0) 127 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
167 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
168 strip_endline (subject); 131 strip_endline (subject);
169 size = 0; 132 size = 0;
170 news[0] = '\0'; 133 news[0] = '\0';
171 } 134 }
180 size += strlen (buf); 143 size += strlen (buf);
181 } 144 }
182 } 145 }
183 146
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
186 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 150}
296 151
297/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
298static void 153static void
299set_first_map (object *op) 154set_first_map (object *op)
300{ 155{
301 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
302 op->x = -1; 157 op->x = -1;
303 op->y = -1; 158 op->y = -1;
159}
160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
304 enter_exit (op, 0); 169 ob->enter_exit (tmp);
305}
306 170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false;
266
267 for (object *op = ob->inv; op; op = op->below)
268 if (op->flag [FLAG_APPLIED])
269 switch (op->type)
270 {
271 case SKILL:
272 ob->flag [FLAG_APPLIED] = false;
273 break;
274
275 case WAND:
276 case ROD:
277 case HORN:
278 case BOW:
279 ranged_ob = op;
280 break;
281
282 case WEAPON:
283 combat_ob = op;
284 break;
285 }
286
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
288 ob->update_stats ();
289
290 ns->floorbox_update ();
291 esrv_send_inventory (ob, ob);
292 esrv_add_spells (this, 0);
293
294 activate ();
295
296 send_rules (ob);
297 send_news (ob);
298 display_motd (ob);
299
300 INVOKE_PLAYER (CONNECT, this);
301 INVOKE_PLAYER (LOGIN, this);
302}
303
304void
305player::disconnect ()
306{
307 if (ns)
308 {
309 if (active)
310 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
311
312 INVOKE_PLAYER (DISCONNECT, this);
313
314 ns->reset_stats ();
315 ns->pl = 0;
316 ns = 0;
317 }
318
319 if (ob)
320 ob->close_container (); //TODO: client-specific
321
322 deactivate ();
323}
324
325// the need for this function can be explained
326// by load_object not returning the object
327void
328player::set_object (object *op)
329{
330 ob = op;
331 ob->contr = this; /* this aren't yet in archetype */
332
333 ob->speed = 1.0f;
334 ob->speed_left = 0.5f;
335
336 ob->direction = 5; /* So player faces south */
337}
338
339player::player ()
340{
341 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point.
343 */
344 outputs_sync = 4;
345 outputs_count = 4;
346 unapply = unapply_nochoice;
347
348 savebed_map = first_map_path; /* Init. respawn position */
349
350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 listening = 10;
354 usekeys = containers;
355 peaceful = 1; /* default peaceful */
356 do_los = 1;
357
358 weapon_sp = 1.0f;
359 weapon_sp_left = 0.5f;
360}
361
362void
363player::do_destroy ()
364{
365 disconnect ();
366
367 attachable::do_destroy ();
368
369 if (ob)
370 {
371 ob->destroy_inv (false);
372 ob->destroy ();
373 }
374}
375
376player::~player ()
377{
378 /* Clear item stack */
379 free (stack_items);
380}
381
307/* Tries to add player on the connection passwd in ns. 382/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 383 * All we can really get in this is some settings like host and display
309 * mode. 384 * mode.
310 */ 385 */
311 386player *
312int 387player::create ()
313add_player (client *ns)
314{ 388{
315 player *p = new player; 389 player *pl = new player;
316 390
317 p->socket = ns; 391 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 392
320 p->next = first_player; 393 pl->ob->roll_stats ();
321 first_player = p; 394 pl->ob->stats.wc = 2;
395 pl->ob->run_away = 25; /* Then we panick... */
322 396
323 p = get_player (p);
324
325 set_first_map (p->ob); 397 set_first_map (pl->ob);
326 398
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 399 return pl;
335} 400}
336 401
337/* 402/*
338 * get_player_archetype() return next player archetype from archetype 403 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 404 * list. Not very efficient routine, but used only creating new players.
364 429
365object * 430object *
366get_nearest_player (object *mon) 431get_nearest_player (object *mon)
367{ 432{
368 object *op = NULL; 433 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 434 objectlink *ol;
371 unsigned lastdist; 435 unsigned lastdist;
372 rv_vector rv; 436 rv_vector rv;
373 437
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 438 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 439 {
376 /* We should not find free objects on this friendly list, but it 440 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 441 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 442 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 443 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 447 object *tmp = ol->ob;
384 448
385 /* Can't do much more other than log the fact, because the object 449 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 450 * itself will have been cleared.
387 */ 451 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 452 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
453 tmp->debug_desc ());
389 ol = ol->next; 454 ol = ol->next;
390 remove_friendly_object (tmp); 455 remove_friendly_object (tmp);
391 if (!ol) 456 if (!ol)
392 return op; 457 return op;
393 } 458 }
406 { 471 {
407 op = ol->ob; 472 op = ol->ob;
408 lastdist = rv.distance; 473 lastdist = rv.distance;
409 } 474 }
410 } 475 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 476
412 { 477 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 478 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 479 if (lastdist > rv.distance)
417 { 480 {
418 op = pl->ob; 481 op = pl->ob;
419 lastdist = rv.distance; 482 lastdist = rv.distance;
420 } 483 }
421 } 484
422 }
423#if 0 485#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 486 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 487#endif
426 return op; 488 return op;
427} 489}
445 * circling behaviour. Unfortunately, this function is also used to determined 507 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 508 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 509 * is probably not a good thing.
448 */ 510 */
449#define MAX_SPACES 50 511#define MAX_SPACES 50
450
451 512
452/* 513/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 514 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 515 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 516 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 547 x = mon->x;
487 y = mon->y; 548 y = mon->y;
488 m = mon->map; 549 m = mon->map;
489 dir = rv.direction; 550 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 551 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 552 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
553
492 /* If we can't solve it within the search distance, return now. */ 554 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 555 if (diff > max)
494 return 0; 556 return 0;
557
495 while (diff > 1 && max > 0) 558 while (diff > 1 && max > 0)
496 { 559 {
497 lastx = x; 560 lastx = x;
498 lasty = y; 561 lasty = y;
499 lastmap = m; 562 lastmap = m;
581 max--; 644 max--;
582 lastdir = dir; 645 lastdir = dir;
583 if (!firstdir) 646 if (!firstdir)
584 firstdir = dir; 647 firstdir = dir;
585 } 648 }
649
586 if (diff <= 1) 650 if (diff <= 1)
587 { 651 {
588 /* Recalculate diff (distance) because we may not have actually 652 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 653 * headed toward player for entire distance.
590 */ 654 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 655 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 656 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 657 }
658
594 if (diff > max) 659 if (diff > max)
595 return 0; 660 return 0;
596 } 661 }
662
597 /* If we reached the max, didn't find a direction in time */ 663 /* If we reached the max, didn't find a direction in time */
598 if (!max) 664 if (!max)
599 return 0; 665 return 0;
600 666
601 return firstdir; 667 return firstdir;
694 /* Need to set up the skill pointers */ 760 /* Need to set up the skill pointers */
695 link_player_skills (pl); 761 link_player_skills (pl);
696} 762}
697 763
698void 764void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 765get_party_password (object *op, partylist *party)
783{ 766{
784 if (party == NULL) 767 if (party == NULL)
785 { 768 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 769 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 770 return;
788 } 771 }
772
789 op->contr->write_buf[0] = '\0'; 773 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 774 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 775 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 776 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 777}
794
795 778
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 779/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 780static int
798roll_stat (void) 781roll_stat (void)
799{ 782{
800 int a[4], i, j, k; 783 int a[4], i, j, k;
801 784
802 for (i = 0; i < 4; i++) 785 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 786 a[i] = (int) rndm (6) + 1;
804 787
805 for (i = 0, j = 0, k = 7; i < 4; i++) 788 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 789 if (a[i] < k)
807 k = a[i], j = i; 790 k = a[i], j = i;
808 791
809 for (i = 0, k = 0; i < 4; i++) 792 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 793 if (i != j)
812 k += a[i]; 794 k += a[i];
813 } 795
814 return k; 796 return k;
815} 797}
816 798
817void 799void
818roll_stats (object *op) 800object::roll_stats ()
819{ 801{
802 int statsort [NUM_STATS];
803
804 for (;;)
805 {
820 int sum = 0; 806 int sum = 0;
821 int i = 0, j = 0; 807 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 808 sum += statsort [i] = roll_stat ();
823 809
824 do 810 if (sum >= 82 && sum <= 116)
811 break;
825 { 812 }
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 }
835 while (sum < 82 || sum > 116);
836 813
837 /* Sort the stats so that rerolling is easier... */ 814 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 815 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 816
846 /* a quick and dirty bubblesort? */ 817 for (int i = 0; i < NUM_STATS; ++i)
847 do 818 stats.stat (i) = statsort [i];
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862 819
863 op->stats.Str = statsort[0];
864 op->stats.Dex = statsort[1];
865 op->stats.Con = statsort[2];
866 op->stats.Int = statsort[3];
867 op->stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6];
870
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 820 stats.exp = 0;
882 op->stats.ac = 0; 821 stats.ac = 0;
883 822
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 823 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
892 op->contr->orig_stats = op->stats; 833 contr->orig_stats = stats;
834 }
893} 835}
894 836
895void 837void
896Roll_Again (object *op) 838object::swap_stats (int a, int b)
897{ 839{
898 esrv_new_player (op->contr, 0); 840 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902 841
903void 842 for (int i = 0; i < NUM_STATS; ++i)
904Swap_Stat (object *op, int Swap_Second) 843 stats.stat (i) = contr->orig_stats.stat (i);
844
845 //TODO: the following code looks so borked and should, at the very least,
846 // be merged with the similar code in roll_stats
847 stats.ac = 0;
848
849 level = 1;
850 stats.exp = 0;
851 stats.ac = 0;
852
853 stats.hp = stats.maxhp;
854 stats.sp = stats.maxsp;
855 stats.grace = stats.maxgrace;
856
857 if (contr)
858 {
859 contr->levhp[1] = 9;
860 contr->levsp[1] = 6;
861 contr->levgrace[1] = 3;
862
863 contr->orig_stats = stats;
864 }
865}
866
867static void
868start_info (object *op)
905{ 869{
906 signed char tmp;
907 char buf[MAX_BUF]; 870 char buf[MAX_BUF];
908 871
909 if (op->contr->Swap_First == -1) 872 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 873 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 874 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 875 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 876}
1024 877
1025/* This function takes the key that is passed, and does the 878/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 879 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 880 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 881 * separate race and class; this actually changes the RACE,
1029 * not the class. 882 * not the class.
1030 */ 883 */
1031 884void
1032int 885player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 886{
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */ 887 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 888 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1049 889
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 890 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 891 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 892 create_treasure (tl, ob, 0, 0, 0);
1053 893
1054 INVOKE_PLAYER (BIRTH, op->contr); 894 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 895 INVOKE_PLAYER (LOGIN, ob->contr);
1056 896
1057 op->contr->state = ST_PLAYING; 897 ob->contr->ns->state = ST_PLAYING;
1058 898
1059 if (op->msg) 899 if (ob->msg)
1060 op->msg = NULL; 900 ob->msg = 0;
1061 901
1062 /* We create this now because some of the unique maps will need it 902 /* We create this now because some of the unique maps will need it
1063 * to save here. 903 * to save here.
1064 */ 904 */
905 {
906 char buf[MAX_BUF];
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 907 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1066 make_path_to_file (buf); 908 make_path_to_file (buf);
909 }
1067 910
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 911 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 912 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 913 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op); 914 link_player_skills (ob);
1075 esrv_send_inventory (op, op); 915 esrv_send_inventory (ob, ob);
1076 fix_player (op); 916 ob->update_stats ();
1077 917
1078 /* This moves the player to a different start map, if there 918 /* This moves the player to a different start map, if there
1079 * is one for this race 919 * is one for this race
1080 */ 920 */
1081 if (*first_map_ext_path) 921 if (*first_map_ext_path)
1082 { 922 {
1083 object *tmp; 923 object *tmp;
1084 char mapname[MAX_BUF]; 924 char mapname[MAX_BUF];
1085 925
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1087 tmp = object::create (); 927 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 928 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 929 EXIT_X (tmp) = ob->x;
1090 EXIT_Y (tmp) = op->y; 930 EXIT_Y (tmp) = ob->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 931 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 932 * if the map isn't there, then stay on the
1093 * default initial map */ 933 * default initial map */
1094 tmp->destroy (); 934 tmp->destroy ();
1095 } 935 }
1096 else 936 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 937 LOG (llevDebug, "first_map_ext_path not set\n");
938}
1098 939
1099 return 0; 940void
1100 } 941player::chargen_race_next ()
1101 942{
1102 /* Following actually changes the race - this is the default command 943 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 944 * if we don't match with one of the options above.
1104 */ 945 */
1105 946
1106 tmp_loop = 0; 947 do
1107 while (!tmp_loop)
1108 { 948 {
1109 shstr name = op->name; 949 shstr name = ob->name;
1110 int x = op->x, y = op->y; 950 int x = ob->x, y = ob->y;
1111 951
1112 remove_statbonus (op); 952 ob->remove_statbonus ();
1113 op->remove (); 953 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 954 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 955 ob->arch->clone.copy_to (ob);
1116 op->instantiate (); 956 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 957 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 958 ob->name = ob->name_pl = name;
1119 op->x = x; 959 ob->x = x;
1120 op->y = y; 960 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 961 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 962 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 963 assign (ob->contr->title, ob->arch->clone.name);
1124 add_statbonus (op); 964 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 965 }
966 while (!allowed_class (ob));
1127 967
1128 update_object (op, UP_OBJ_FACE); 968 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 969 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 970 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 971 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 972 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 973 ob->stats.grace = 0;
1134
1135 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0;
1140}
1141
1142int
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189} 974}
1190 975
1191void 976void
1192flee_player (object *op) 977flee_player (object *op)
1193{ 978{
1223 { 1008 {
1224 op->enemy = NULL; 1009 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 1010 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1011 return;
1227 } 1012 }
1013
1228 get_rangevector (op, op->enemy, &rv, 0); 1014 get_rangevector (op, op->enemy, &rv, 0);
1229 1015
1230 dir = absdir (4 + rv.direction); 1016 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1017 for (diff = 0; diff < 3; diff++)
1232 { 1018 {
1233 int m = 1 - (RANDOM () & 2); 1019 int m = 1 - (RANDOM () & 2);
1234 1020
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1021 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1022 return;
1238 }
1239 } 1023 }
1024
1240 /* Cornered, get rid of scared */ 1025 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1027 op->enemy = NULL;
1243} 1028}
1244 1029
1245
1246/* check_pick sees if there is stuff to be picked up/picks up stuff. 1030/* check_pick sees if there is stuff to be picked up/picks up stuff.
1247 * IT returns 1 if the player should keep on moving, 0 if he should 1031 * It returns 1 if the player should keep on moving, 0 if he should
1248 * stop. 1032 * stop.
1249 */ 1033 */
1250int 1034int
1251check_pick (object *op) 1035check_pick (object *op)
1252{ 1036{
1253 object *tmp, *next; 1037 object *tmp, *next;
1254 int stop = 0; 1038 int stop = 0;
1255 int j, k, wvratio; 1039 int wvratio;
1256 char putstring[128], tmpstr[16]; 1040 char putstring[128];
1257 1041
1258 /* if you're flying, you cna't pick up anything */ 1042 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 1043 if (op->move_type & MOVE_FLYING)
1260 return 1; 1044 return 1;
1261 1045
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1115 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1116 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1118 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1120 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1121 }
1122
1366 /* philosophy: 1123 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1124 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups 1125 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1126 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1127 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1128 * example.
1372 * The drawback: right now it has no frontend, so you need to 1129 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then 1130 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1131 * convert to decimal and then 'pickup <#>
1625 * found object is returned. 1382 * found object is returned.
1626 */ 1383 */
1627object * 1384object *
1628find_arrow (object *op, const char *type) 1385find_arrow (object *op, const char *type)
1629{ 1386{
1630 object *tmp = NULL; 1387 object *tmp = 0;
1631 1388
1632 for (op = op->inv; op; op = op->below) 1389 for (op = op->inv; op; op = op->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1390 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type); 1391 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1392 else if (op->type == ARROW && op->race == type)
1636 return op; 1393 return op;
1394
1637 return tmp; 1395 return tmp;
1638} 1396}
1639 1397
1640/* 1398/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1399 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1642 * against the target. A full test is not performed, simply a basic test 1400 * against the target. A full test is not performed, simply a basic test
1643 * of resistances. The archer is making a quick guess at what he sees down 1401 * of resistances. The archer is making a quick guess at what he sees down
1644 * the hall. Failing that it does it's best to pick the highest plus arrow. 1402 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1403 */
1646
1647object * 1404object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1405find_better_arrow (object *op, object *target, const char *type, int *better)
1649{ 1406{
1650 object *tmp = NULL, *arrow, *ntmp; 1407 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1408 int attacknum, attacktype, betterby = 0, i;
1717 * find_better_arrow to find a decent arrow to use. 1474 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1475 * op = the shooter
1719 * type = bow->race 1476 * type = bow->race
1720 * dir = fire direction 1477 * dir = fire direction
1721 */ 1478 */
1722
1723object * 1479object *
1724pick_arrow_target (object *op, const char *type, int dir) 1480pick_arrow_target (object *op, const char *type, int dir)
1725{ 1481{
1726 object *tmp = NULL; 1482 object *tmp = NULL;
1727 maptile *m; 1483 maptile *m;
1792 */ 1548 */
1793int 1549int
1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1550fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1795{ 1551{
1796 object *left, *bow; 1552 object *left, *bow;
1797 int bowspeed, mflags; 1553 int mflags;
1798 maptile *m; 1554 maptile *m;
1799 1555
1800 if (!dir) 1556 if (!dir)
1801 { 1557 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1559 return 0;
1804 } 1560 }
1805 1561
1806 if (op->type == PLAYER) 1562 if (op->contr)
1807 bow = op->contr->ranges[range_bow]; 1563 bow = op->current_weapon;
1808 else 1564 else
1809 { 1565 {
1810 for (bow = op->inv; bow; bow = bow->below) 1566 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they 1567 /* Don't check for applied - monsters don't apply bows - in that way, they
1812 * don't need to switch back and forth between bows and weapons. 1568 * don't need to switch back and forth between bows and weapons.
1817 if (!bow) 1573 if (!bow)
1818 { 1574 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1575 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1576 return 0;
1821 } 1577 }
1578
1579 // optimisation: move object to top so we will find it quickly again
1580 if (bow->below)
1581 {
1582 bow->remove ();
1583 op->insert (bow);
1584 }
1585
1822 } 1586 }
1823 1587
1824 if (!bow->race || !bow->skill) 1588 if (!bow->race || !bow->skill)
1825 { 1589 {
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1827 return 0; 1591 return 0;
1828 } 1592 }
1829
1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1831
1832 /* penalize ROF for bestarrow */
1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1836 if (bowspeed < 1)
1837 bowspeed = 1;
1838 1593
1839 if (arrow == NULL) 1594 if (arrow == NULL)
1840 { 1595 {
1841 if ((arrow = find_arrow (op, bow->race)) == NULL) 1596 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 { 1597 {
1843 if (op->type == PLAYER) 1598 if (op->type == PLAYER)
1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1599 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1600 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1846 else 1601 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW); 1602 CLEAR_FLAG (op, FLAG_READY_BOW);
1603
1848 return 0; 1604 return 0;
1849 } 1605 }
1850 } 1606 }
1851 1607
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1874 return 0; 1630 return 0;
1875 } 1631 }
1876 1632
1877 arrow->set_owner (op); 1633 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1634 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1635 arrow->direction = dir;
1881 arrow->x = sx; 1636
1882 arrow->y = sy; 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype;
1640
1641 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying);
1643
1644#if 0
1645 if (player *pl = op->contr)
1646 {
1647 float speed = pl->weapon_sp;
1648
1649 /* penalize ROF for bestarrow */
1650 if (pl->bowtype == bow_bestarrow)
1651 speed *= .9f;
1652 else
1653 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1654
1655 op->speed_left += speed - op->speed;
1656 }
1657#endif
1658
1659 SET_ANIMATION (arrow, arrow->direction);
1660
1661 /* update the speed */
1662 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1663 + bow->stats.dam / 7.f;
1664
1665 arrow->set_speed (max (arrow->speed, 2.f));
1666 arrow->speed_left = 0;
1667
1668 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1883 1669
1884 if (op->type == PLAYER) 1670 if (op->type == PLAYER)
1885 { 1671 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op);
1888 }
1889
1890 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam;
1893 arrow->stats.grace = arrow->attacktype;
1894 if (arrow->slaying != NULL)
1895 arrow->spellarg = strdup (arrow->slaying);
1896
1897 /* Note that this was different for monsters - they got their level
1898 * added to the damage. I think the strength bonus is more proper.
1899 */
1900
1901 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1902
1903 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906
1907 if (arrow->speed < 1.0)
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0;
1911
1912 if (op->type == PLAYER)
1913 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1916 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1917
1918 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1672 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1673 wc -= dex_bonus[op->stats.Dex];
1674
1675 if (!arrow->slaying)
1676 arrow->slaying = op->slaying;
1677
1678 arrow->attacktype |= op->attacktype;
1919 } 1679 }
1920 else 1680 else
1921 { 1681 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level; 1682 arrow->level = op->level;
1924 } 1683 arrow->stats.wc -= bow->magic;
1925 1684
1926 if (arrow->attacktype == AT_PHYSICAL) 1685 if (!arrow->slaying)
1686 arrow->slaying = bow->slaying;
1687
1927 arrow->attacktype |= bow->attacktype; 1688 arrow->attacktype |= bow->attacktype;
1689 }
1928 1690
1929 if (bow->slaying) 1691 wc -= arrow->level;
1930 arrow->slaying = bow->slaying; 1692 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1931 1693
1932 arrow->map = m; 1694 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1933 arrow->move_type = MOVE_FLY_LOW; 1695 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1696 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1697
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1698 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1937 insert_ob_in_map (arrow, m, op, 0); 1699 m->insert (arrow, sx, sy, op);
1938 1700
1939 if (!arrow->destroyed ()) 1701 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1702 move_arrow (arrow);
1941 1703
1942 if (op->type == PLAYER) 1704 if (op->type == PLAYER)
1962{ 1724{
1963 int ret = 0, wcmod = 0; 1725 int ret = 0, wcmod = 0;
1964 1726
1965 if (op->contr->bowtype == bow_bestarrow) 1727 if (op->contr->bowtype == bow_bestarrow)
1966 { 1728 {
1967 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1968 } 1730 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1731 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1732 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1733 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1734 wcmod = -1;
1735
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1736 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1737 }
1975 else if (op->contr->bowtype == bow_threewide) 1738 else if (op->contr->bowtype == bow_threewide)
1976 { 1739 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 else if (op->contr->bowtype == bow_spreadshot) 1744 else if (op->contr->bowtype == bow_spreadshot)
1982 { 1745 {
1983 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1984 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1747 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1985 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1748 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1986
1987 } 1749 }
1988 else 1750 else
1989 { 1751 {
1990 /* Simple case */ 1752 /* Simple case */
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1753 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1992 } 1754 }
1755
1993 return ret; 1756 return ret;
1994} 1757}
1995
1996 1758
1997/* Fires a misc (wand/rod/horn) object in 'dir'. 1759/* Fires a misc (wand/rod/horn) object in 'dir'.
1998 * Broken apart from 'fire' to keep it more readable. 1760 * Broken apart from 'fire' to keep it more readable.
1999 */ 1761 */
2000void 1762void
2001fire_misc_object (object *op, int dir) 1763fire_misc_object (object *op, int dir)
2002{ 1764{
2003 object *item; 1765 object *item = op->contr->ranged_ob;
2004 1766
2005 if (!op->contr->ranges[range_misc]) 1767 if (!item)
2006 { 1768 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1769 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2008 return; 1770 return;
2009 } 1771 }
2010 1772
2011 item = op->contr->ranges[range_misc];
2012 if (!item->inv) 1773 if (!item->inv)
2013 { 1774 {
2014 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1775 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2015 return; 1776 return;
2016 } 1777 }
1778
1779 if (!op->change_weapon (item))
1780 return;
1781
2017 if (item->type == WAND) 1782 if (item->type == WAND)
2018 { 1783 {
2019 if (item->stats.food <= 0) 1784 if (item->stats.food <= 0)
2020 { 1785 {
2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1788
2023 return; 1789 return;
2024 } 1790 }
2025 } 1791 }
2026 else if (item->type == ROD || item->type == HORN) 1792 else if (item->type == ROD || item->type == HORN)
2027 { 1793 {
2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1794 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2029 { 1795 {
2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1796 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1797
2031 if (item->type == ROD) 1798 if (item->type == ROD)
2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2033 else 1800 else
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1801 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802
2035 return; 1803 return;
2036 } 1804 }
2037 } 1805 }
2038 1806
2039 if (cast_spell (op, item, dir, item->inv, NULL)) 1807 if (cast_spell (op, item, dir, item->inv, NULL))
2047 1815
2048 if (item->arch) 1816 if (item->arch)
2049 { 1817 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1818 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1819 item->face = item->arch->clone.face;
2052 item->speed = 0; 1820 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1821 }
1822
2055 if ((tmp = is_player_inv (item))) 1823 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1824 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1825 }
2058 } 1826 }
2059 else if (item->type == ROD || item->type == HORN) 1827 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1828 drain_rod_charge (item);
2062 }
2063 } 1829 }
2064} 1830}
2065 1831
2066/* Received a fire command for the player - go and do it. 1832/* Received a fire command for the player - go and do it.
2067 */ 1833 */
2068void 1834bool
2069fire (object *op, int dir) 1835fire (object *op, int dir)
2070{ 1836{
2071 int spellcost = 0; 1837 int spellcost = 0;
2072 1838
2073 /* check for loss of invisiblity/hide */ 1839 /* check for loss of invisiblity/hide */
2074 if (action_makes_visible (op)) 1840 if (action_makes_visible (op))
2075 make_visible (op); 1841 make_visible (op);
2076 1842
2077 switch (op->contr->shoottype) 1843 player *pl = op->contr;
1844
1845 if (pl->golem)
1846 {
1847 control_golem (op->contr->golem, dir);
1848 return false;
2078 { 1849 }
2079 case range_none:
2080 return;
2081 1850
2082 case range_bow: 1851 object *ob = pl->ranged_ob;
1852
1853 if (!ob)
1854 return false;
1855
1856 if (!op->change_weapon (ob))
1857 return false;
1858
1859 if (op->speed_left > 0.f)
1860 --op->speed_left;
1861 else
1862 return false;
1863
1864 switch (ob->type)
1865 {
1866 case BOW:
2083 player_fire_bow (op, dir); 1867 player_fire_bow (op, dir);
2084 return; 1868 break;
2085 1869
2086 case range_magic: /* Casting spells */ 1870 case SPELL:
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1871 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2088 return; 1872 break;
2089 1873
2090 case range_misc: 1874 case BUILDER:
1875 apply_map_builder (op, dir);
1876 break;
1877
1878 case SKILL:
1879 do_skill (op, op, ob, dir, 0);
1880 break;
1881
1882 default:
2091 fire_misc_object (op, dir); 1883 fire_misc_object (op, dir);
2092 return; 1884 break;
2093
2094 case range_golem: /* Control summoned monsters from scrolls */
2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2096 {
2097 op->contr->ranges[range_golem] = 0;
2098 op->contr->shoottype = range_none;
2099 }
2100 else
2101 control_golem (op->contr->ranges[range_golem], dir);
2102 return;
2103
2104 case range_skill:
2105 if (!op->chosen_skill)
2106 {
2107 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return;
2110 }
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir);
2115 return;
2116 default:
2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2118 return;
2119 } 1885 }
2120}
2121 1886
2122 1887 return true;
1888}
2123 1889
2124/* find_key 1890/* find_key
2125 * We try to find a key for the door as passed. If we find a key 1891 * We try to find a key for the door as passed. If we find a key
2126 * and successfully use it, we return the key, otherwise NULL 1892 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic 1893 * This function merges both normal and locked door, since the logic
2129 * pl is the player, 1895 * pl is the player,
2130 * inv is the objects inventory to searched 1896 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against. 1897 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers. 1898 * This function can be called recursively to search containers.
2133 */ 1899 */
2134
2135object * 1900object *
2136find_key (object *pl, object *container, object *door) 1901find_key (object *pl, object *container, object *door)
2137{ 1902{
2138 object *tmp, *key; 1903 object *tmp, *key;
2139 1904
2140 /* Should not happen, but sanity checking is never bad */ 1905 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1906 if (!container->inv)
2142 return NULL; 1907 return 0;
2143 1908
2144 /* First, lets try to find a key in the top level inventory */ 1909 /* First, lets try to find a key in the top level inventory */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1910 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1911 {
2147 if (door->type == DOOR && tmp->type == KEY) 1912 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1913 break;
2149 /* For sanity, we should really check door type, but other stuff 1914 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1915 * (like containers) can be locked with special keys
2151 */ 1916 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1917 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1918 break;
2154 } 1919 }
1920
2155 /* No key found - lets search inventories now */ 1921 /* No key found - lets search inventories now */
2156 /* If we find and use a key in an inventory, return at that time. 1922 /* If we find and use a key in an inventory, return at that time.
2157 * otherwise, if we search all the inventories and still don't find 1923 * otherwise, if we search all the inventories and still don't find
2158 * a key, return 1924 * a key, return
2159 */ 1925 */
2160 if (!tmp) 1926 if (!tmp)
2161 { 1927 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1928 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 { 1929 {
2164 /* No reason to search empty containers */ 1930 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1931 if (tmp->type == CONTAINER && tmp->inv)
2166 { 1932 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1933 if ((key = find_key (pl, tmp, door)))
2168 return key; 1934 return key;
2169 } 1935 }
2170 } 1936 }
1937
2171 if (!tmp) 1938 if (!tmp)
2172 return NULL; 1939 return NULL;
2173 } 1940 }
1941
2174 /* We get down here if we have found a key. Now if its in a container, 1942 /* We get down here if we have found a key. Now if its in a container,
2175 * see if we actually want to use it 1943 * see if we actually want to use it
2176 */ 1944 */
2177 if (pl != container) 1945 if (pl != container)
2178 { 1946 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1967 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2200 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1968 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2201 return NULL; 1969 return NULL;
2202 } 1970 }
2203 } 1971 }
1972
2204 return tmp; 1973 return tmp;
2205} 1974}
2206 1975
2207/* moved door processing out of move_player_attack. 1976/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1977 * returns 1 if player has opened the door with a key
2210 * 0 otherwise 1979 * 0 otherwise
2211 */ 1980 */
2212static int 1981static int
2213player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
2214{ 1983{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 1984 /* If its a door, try to find a key. If we do destroy the door,
2217 * might as well return immediately as there is nothing more to do - 1985 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
2219 */ 1987 */
2220 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
2221 1989
2222 /* IF we found a key, do some extra work */ 1990 /* If we found a key, do some extra work */
2223 if (key) 1991 if (key)
2224 { 1992 {
2225 object *container = key->env; 1993 object *container = key->env;
2226 1994
2227 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996
2228 if (action_makes_visible (op)) 1997 if (action_makes_visible (op))
2229 make_visible (op); 1998 make_visible (op);
1999
2230 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2231 spring_trap (door->inv, op); 2001 spring_trap (door->inv, op);
2002
2232 if (door->type == DOOR) 2003 if (door->type == DOOR)
2233 {
2234 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2235 }
2236 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2237 { 2006 {
2238 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2007 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2239 remove_door2 (door); /* remove door without violence ;-) */ 2008 remove_door2 (door); /* remove door without violence ;-) */
2240 } 2009 }
2010
2241 /* Do this after we print the message */ 2011 /* Do this after we print the message */
2242 decrease_ob (key); /* Use up one of the keys */ 2012 decrease_ob (key); /* Use up one of the keys */
2243 /* Need to update the weight the container the key was in */ 2013 /* Need to update the weight the container the key was in */
2244 if (container != op) 2014 if (container != op)
2245 esrv_update_item (UPD_WEIGHT, op, container); 2015 esrv_update_item (UPD_WEIGHT, op, container);
2016
2246 return 1; /* Nothing more to do below */ 2017 return 1; /* Nothing more to do below */
2247 } 2018 }
2248 else if (door->type == LOCKED_DOOR) 2019 else if (door->type == LOCKED_DOOR)
2249 { 2020 {
2250 /* Might as well return now - no other way to open this */ 2021 /* Might as well return now - no other way to open this */
2251 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2252 return 1; 2023 return 1;
2253 } 2024 }
2025
2254 return 0; 2026 return 0;
2255} 2027}
2256 2028
2257/* This function is just part of a breakup from move_player. 2029/* This function is just part of a breakup from move_player.
2258 * It should keep the code cleaner. 2030 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 2031 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 2032 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 2033 * going to try and move (not fire weapons).
2262 */ 2034 */
2263 2035bool
2264void
2265move_player_attack (object *op, int dir) 2036move_player_attack (object *op, int dir)
2266{ 2037{
2267 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2038 int on_battleground;
2270 maptile *m;
2271 2039
2272 nx = freearr_x[dir] + op->x; 2040 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2041 sint16 ny = freearr_y[dir] + op->y;
2274 2042
2275 on_battleground = op_on_battleground (op, NULL, NULL); 2043 on_battleground = op_on_battleground (op, 0, 0);
2044
2045 if (out_of_map (op->map, nx, ny))
2046 return false;
2047
2048 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2049 {
2050 --op->speed_left;
2051 return true;
2052 }
2276 2053
2277 /* If braced, or can't move to the square, and it is not out of the 2054 /* If braced, or can't move to the square, and it is not out of the
2278 * map, attack it. Note order of if statement is important - don't 2055 * map, attack it. Note order of if statement is important - don't
2279 * want to be calling move_ob if braced, because move_ob will move the 2056 * want to be calling move_ob if braced, because move_ob will move the
2280 * player. This is a pretty nasty hack, because if we could 2057 * player. This is a pretty nasty hack, because if we could
2281 * move to some space, it then means that if we are braced, we should 2058 * move to some space, it then means that if we are braced, we should
2282 * do nothing at all. As it is, if we are braced, we go through 2059 * do nothing at all. As it is, if we are braced, we go through
2283 * quite a bit of processing. However, it probably is less than what 2060 * quite a bit of processing. However, it probably is less than what
2284 * move_ob uses. 2061 * move_ob uses.
2285 */ 2062 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2063 maptile *m = op->map->xy_find (nx, ny);
2287 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 {
2290 m = get_map_from_coord (op->map, &nx, &ny);
2291 if (!m)
2292 return; /* Don't think this should happen */
2293 }
2294 else
2295 m = op->map;
2296 2064
2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2298 {
2299 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2300 return;
2301 }
2302
2303 mon = NULL;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2065 /* Go through all the objects, and find ones of interest. Only stop if
2305 * we find a monster - that is something we know we want to attack. 2066 * we find a monster - that is something we know we want to attack.
2306 * if its a door or barrel (can roll) see if there may be monsters 2067 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2068 * on the space
2308 */ 2069 */
2309 while (tmp != NULL) 2070 object *mon;
2310 { 2071 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2311 if (tmp == op) 2072 {
2312 { 2073 if ((mon->flag [FLAG_ALIVE]
2313 tmp = tmp->above; 2074 || mon->type == LOCKED_DOOR
2314 continue; 2075 || mon->flag [FLAG_CAN_ROLL])
2315 }
2316
2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2318 {
2319 mon = tmp; 2076 && mon != op)
2320 break; 2077 break;
2321 } 2078 }
2322 2079
2323 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2324 mon = tmp;
2325
2326 tmp = tmp->above;
2327 }
2328
2329 if (mon == NULL) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2081 return false; /* into a wall */
2331 2082
2332 if (mon->head != NULL)
2333 mon = mon->head; 2083 mon = mon->head_ ();
2334 2084
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2086 if (op->contr->weapon_sp_left > 0.f)
2336 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2088 {
2089 --op->contr->weapon_sp_left;
2337 return; 2090 return true;
2091 }
2338 2092
2339 /* The following deals with possibly attacking peaceful 2093 /* The following deals with possibly attacking peaceful
2340 * or frienddly creatures. Basically, all players are considered 2094 * or friendly creatures. Basically, all players are considered
2341 * unaggressive. If the moving player has peaceful set, then the 2095 * unaggressive. If the moving player has peaceful set, then the
2342 * object should be pushed instead of attacked. It is assumed that 2096 * object should be pushed instead of attacked. It is assumed that
2343 * if you are braced, you will not attack friends accidently, 2097 * if you are braced, you will not attack friends accidently,
2344 * and thus will not push them. 2098 * and thus will not push them.
2345 */ 2099 */
2346 2100
2347 /* If the creature is a pet, push it even if the player is not 2101 /* If the creature is a pet, push it even if the player is not
2348 * peaceful. Our assumption is the creature is a pet if the 2102 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive. 2103 * player owns it and it is either friendly or unagressive.
2350 */ 2104 */
2351 if ((op->type == PLAYER) 2105 if (op->type == PLAYER
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr 2106 && ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2107 && same_party (mon->owner->contr->party, op->contr->party))
2356#else
2357 && mon->owner == op 2108 || mon->owner == op)
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2110 {
2361 /* If we're braced, we don't want to switch places with it */ 2111 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2112 if (op->contr->braced)
2363 return; 2113 return false;
2114
2115 if (op->speed_left > 0.f)
2116 {
2117 --op->speed_left;
2118
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2120 push_ob (mon, dir, op);
2121
2366 if (op->contr->tmp_invis || op->hide) 2122 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2123 make_visible (op);
2124
2368 return; 2125 return true;
2369 } 2126 }
2127 else
2128 return false;
2129 }
2370 2130
2371 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 2133 * someone, but put it inside this loop so that you won't
2374 * attack them either. 2134 * attack them either.
2375 */ 2135 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2136 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2137 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2378#ifdef PROHIBIT_PLAYERKILL 2138 && ((op->contr->peaceful
2379 (op->contr->peaceful 2139 || (mon->type == PLAYER && mon->contr->peaceful))
2380 || (mon->type == PLAYER 2140 && !on_battleground))
2381 && mon->contr-> 2141 {
2382 peaceful)) && 2142 if (op->speed_left > 0.f)
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground))
2387 { 2143 {
2144 --op->speed_left;
2145
2388 if (!op->contr->braced) 2146 if (!op->contr->braced)
2389 { 2147 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2392 } 2150 }
2393 else 2151 else
2394 {
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2396 } 2153
2397 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2155 make_visible (op);
2399 }
2400 2156
2157 return true;
2158 }
2159 }
2401 /* If the object is a boulder or other rollable object, then 2160 /* If the object is a boulder or other rollable object, then
2402 * roll it if not braced. You can't roll it if you are braced. 2161 * roll it if not braced. You can't roll it if you are braced.
2403 */ 2162 */
2404 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2164 {
2165 if (op->speed_left > 0.f)
2405 { 2166 {
2167 --op->speed_left;
2168
2406 recursive_roll (mon, dir, op); 2169 recursive_roll (mon, dir, op);
2407 if (action_makes_visible (op)) 2170 if (action_makes_visible (op))
2408 make_visible (op); 2171 make_visible (op);
2409 }
2410 2172
2173 return true;
2174 }
2175 }
2411 /* Any generic living creature. Including things like doors. 2176 /* Any generic living creature. Including things like doors.
2412 * Way it works is like this: First, it must have some hit points 2177 * Way it works is like this: First, it must have some hit points
2413 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2414 * 1) Not a player, 2) A player, but of a different party. Note 2179 * 1) Not a player, 2) A player, but of a different party. Note
2415 * that party_number -1 is no party, so attacks can still happen. 2180 * that party_number -1 is no party, so attacks can still happen.
2416 */ 2181 */
2417
2418 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2419 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2420 { 2184 {
2421 2185 if (op->contr->weapon_sp_left > 0.f)
2422 /* If the player hasn't hit something this tick, and does
2423 * so, give them speed boost based on weapon speed. Doing
2424 * it here is better than process_players2, which basically
2425 * incurred a 1 tick offset.
2426 */
2427 if (!op->contr->has_hit)
2428 { 2186 {
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2187 --op->contr->weapon_sp_left;
2430 2188
2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2432 }
2433
2434 skill_attack (mon, op, 0, NULL, NULL); 2189 skill_attack (mon, op, 0, 0, 0);
2435 2190
2436 /* If attacking another player, that player gets automatic
2437 * hitback, and doesn't loose luck either.
2438 * Disable hitback on the battleground or if the target is
2439 * the wiz.
2440 */
2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2442 {
2443 short luck = mon->stats.luck;
2444
2445 mon->contr->has_hit = 1;
2446 skill_attack (op, mon, 0, NULL, NULL);
2447 mon->stats.luck = luck;
2448 }
2449 if (action_makes_visible (op)) 2191 if (action_makes_visible (op))
2450 make_visible (op); 2192 make_visible (op);
2451 }
2452 } /* if player should attack something */
2453}
2454 2193
2455int 2194 return true;
2195 }
2196 }
2197
2198 return false;
2199}
2200
2201bool
2456move_player (object *op, int dir) 2202move_player (object *op, int dir)
2457{ 2203{
2458 int pick; 2204 int pick;
2459 2205
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2207 return 0;
2462 2208
2463 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2465 { 2211 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2213 return 0;
2468 } 2214 }
2469 2215
2470 /* peterm: added following line */ 2216 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2219
2474 op->facing = dir; 2220 op->facing = dir;
2475 2221
2476 if (op->hide) 2222 if (op->hide)
2477 do_hidden_move (op); 2223 do_hidden_move (op);
2478 2224
2225 bool retval;
2226
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2227 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ; 2228 retval = RESULT_INT (0);
2481 else if (op->contr->fire_on) 2229 else if (op->contr->fire_on)
2482 fire (op, dir); 2230 retval = fire (op, dir);
2483 else 2231 else
2484 { 2232 {
2485 move_player_attack (op, dir); 2233 retval = move_player_attack (op, dir);
2486 pick = check_pick (op); 2234 pick = check_pick (op);
2487 } 2235 }
2488 2236
2489 /* Add special check for newcs players and fire on - this way, the 2237 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2238 * server can handle repeat firing.
2491 */ 2239 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2240 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2241 op->direction = dir;
2495 }
2496 else 2242 else
2497 {
2498 op->direction = 0; 2243 op->direction = 0;
2499 } 2244
2500 /* Update how the player looks. Use the facing, so direction may 2245 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2246 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2247 * for players.
2503 */ 2248 */
2504 animate_object (op, op->facing); 2249 animate_object (op, op->facing);
2505 return 0; 2250
2251 return retval;
2506} 2252}
2507 2253
2508/* This is similar to handle_player, below, but is only used by the 2254/* This is similar to handle_player, below, but is only used by the
2509 * new client/server stuff. 2255 * new client/server stuff.
2510 * This is sort of special, in that the new client/server actually uses 2256 * This is sort of special, in that the new client/server actually uses
2511 * the new speed values for commands. 2257 * the new speed values for commands.
2512 * 2258 *
2513 * Returns true if there are more actions we can do. 2259 * Returns true if there are more actions we can do. Should not do
2260 * many actions in a row, as that would be too unfair to other
2261 * players.
2514 */ 2262 */
2515int 2263bool
2516handle_newcs_player (object *op) 2264handle_newcs_player (object *op)
2517{ 2265{
2518 if (op->contr->hidden)
2519 {
2520 op->invisible = 1000;
2521 /* the socket code flashes the player visible/invisible
2522 * depending on the value of invisible, so we need to
2523 * alternate it here for it to work correctly.
2524 */
2525 if (pticks & 2)
2526 op->invisible--;
2527 }
2528 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2529 {
2530 op->invisible--;
2531 if (!op->invisible)
2532 {
2533 make_visible (op);
2534 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2535 }
2536 }
2537
2538 if (QUERY_FLAG (op, FLAG_SCARED)) 2266 if (QUERY_FLAG (op, FLAG_SCARED))
2539 { 2267 {
2540 flee_player (op); 2268 if (op->speed_left > 0.f)
2541 /* If player is still scared, that is his action for this tick */
2542 if (QUERY_FLAG (op, FLAG_SCARED))
2543 { 2269 {
2544 op->speed_left--; 2270 --op->speed_left;
2271 flee_player (op);
2272
2545 return 0; 2273 return true;
2546 } 2274 }
2275 else
2276 return false;
2547 } 2277 }
2548
2549 /* I've been seeing crashes where the golem has been destroyed, but
2550 * the player object still points to the defunct golem. The code that
2551 * destroys the golem looks correct, and it doesn't always happen, so
2552 * put this in a a workaround to clean up the golem pointer.
2553 */
2554 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2555 op->contr->ranges[range_golem] = 0;
2556 2278
2557 /* call this here - we also will call this in do_ericserver, but 2279 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2281 * called, so we recheck it here.
2560 */ 2282 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2283 if (op->contr->ns->handle_command ())
2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2563 ;
2564
2565 if (op->speed_left < 0)
2566 return 0; 2284 return true;
2567 2285
2568 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2569 {
2570 /* All move commands take 1 tick, at least for now */
2571 op->speed_left--;
2572
2573 /* Instead of all the stuff below, let move_player take care
2574 * of it. Also, some of the skill stuff is only put in
2575 * there, as well as the confusion stuff.
2576 */
2577 move_player (op, op->direction); 2287 return move_player (op, op->direction);
2578 if (op->speed_left > 0)
2579 return 1;
2580 else
2581 return 0;
2582 }
2583 2288
2584 return 0; 2289 return false;
2585} 2290}
2586 2291
2587int 2292int
2588save_life (object *op) 2293save_life (object *op)
2589{ 2294{
2606 op->stats.hp = op->stats.maxhp; 2311 op->stats.hp = op->stats.maxhp;
2607 2312
2608 if (op->stats.food < 0) 2313 if (op->stats.food < 0)
2609 op->stats.food = 999; 2314 op->stats.food = 999;
2610 2315
2611 fix_player (op); 2316 op->update_stats ();
2612 return 1; 2317 return 1;
2613 } 2318 }
2614 2319
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2320 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2321 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 * from. 2329 * from.
2625 */ 2330 */
2626void 2331void
2627remove_unpaid_objects (object *op, object *env) 2332remove_unpaid_objects (object *op, object *env)
2628{ 2333{
2629 object *next;
2630
2631 while (op) 2334 while (op)
2632 { 2335 {
2633 next = op->below; /* Make sure we have a good value, in case 2336 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2634 * we remove object 'op' 2337
2635 */
2636 if (QUERY_FLAG (op, FLAG_UNPAID)) 2338 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 { 2339 {
2638 op->remove ();
2639 op->x = env->x;
2640 op->y = env->y;
2641 if (env->type == PLAYER) 2340 if (env->type == PLAYER)
2642 esrv_del_item (env->contr, op->count); 2341 esrv_del_item (env->contr, op->count);
2643 insert_ob_in_map (op, env->map, NULL, 0); 2342
2343 op->insert_at (env);
2644 } 2344 }
2645 else if (op->inv) 2345 else if (op->inv)
2646 remove_unpaid_objects (op->inv, env); 2346 remove_unpaid_objects (op->inv, env);
2647 2347
2648 op = next; 2348 op = next;
2649 } 2349 }
2650} 2350}
2651
2652 2351
2653/* 2352/*
2654 * Returns pointer a static string containing gravestone text 2353 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what 2354 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the 2355 * actually uses this function. player.c may not be quite the
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2389 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2390 strcat (buf2, buf);
2692 2391
2693 return buf2; 2392 return buf2;
2694} 2393}
2695
2696
2697 2394
2698void 2395void
2699do_some_living (object *op) 2396do_some_living (object *op)
2700{ 2397{
2701 int last_food = op->stats.food; 2398 int last_food = op->stats.food;
2707 int rate_grace = 2000; 2404 int rate_grace = 2000;
2708 const int max_hp = 1; 2405 const int max_hp = 1;
2709 const int max_sp = 1; 2406 const int max_sp = 1;
2710 const int max_grace = 1; 2407 const int max_grace = 1;
2711 2408
2712 if (op->contr->outputs_sync) 2409 if (op->contr->hidden)
2713 {
2714 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2715 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2716 flush_output_element (op, &op->contr->outputs[i]);
2717 } 2410 {
2411 op->invisible = 1000;
2412 /* the socket code flashes the player visible/invisible
2413 * depending on the value of invisible, so we need to
2414 * alternate it here for it to work correctly.
2415 */
2416 if (pticks & 2)
2417 op->invisible--;
2418 }
2419 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2420 {
2421 if (!op->invisible--)
2422 {
2423 make_visible (op);
2424 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2425 }
2426 }
2718 2427
2719 if (op->contr->state == ST_PLAYING) 2428 if (op->contr->ns->state == ST_PLAYING)
2720 { 2429 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2430 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2431 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2432 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2433 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2434 else
2727 { 2435 {
2728 gen_hp = op->stats.maxhp; 2436 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2437 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2438 }
2439
2731 if (op->contr->gen_sp >= 0) 2440 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2441 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2442 else
2734 { 2443 {
2735 gen_sp = op->stats.maxsp; 2444 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2445 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2446 }
2447
2738 if (op->contr->gen_grace >= 0) 2448 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2449 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2450 else
2741 { 2451 {
2742 gen_grace = op->stats.maxgrace; 2452 gen_grace = op->stats.maxgrace;
2743 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2453 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2744 } 2454 }
2745 2455
2746 /* Regenerate Spell Points */ 2456 /* Regenerate Spell Points */
2747 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2748 { 2458 {
2749 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2750 if (op->stats.sp < op->stats.maxsp) 2460 if (op->stats.sp < op->stats.maxsp)
2751 { 2461 {
2752 op->stats.sp++; 2462 op->stats.sp++;
2758 op->stats.food += op->contr->digestion; 2468 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2469 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food; 2470 op->stats.food = last_food;
2761 } 2471 }
2762 } 2472 }
2473
2763 if (max_sp > 1) 2474 if (max_sp > 1)
2764 { 2475 {
2765 over_sp = (gen_sp + 10) / rate_sp; 2476 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0) 2477 if (over_sp > 0)
2767 { 2478 {
2768 if (op->stats.sp < op->stats.maxsp) 2479 if (op->stats.sp < op->stats.maxsp)
2769 { 2480 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2481 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2482
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2483 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--; 2484 op->stats.sp--;
2485
2773 if (op->stats.sp > op->stats.maxsp) 2486 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp; 2487 op->stats.sp = op->stats.maxsp;
2775 } 2488 }
2776 op->last_sp = 0; 2489 op->last_sp = 0;
2777 } 2490 }
2778 else 2491 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2492 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2493 }
2783 else 2494 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2787 } 2496 }
2788 2497
2789 /* Regenerate Grace */ 2498 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2500 if (--op->last_grace < 0)
2792 { 2501 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2502 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2503 op->stats.grace++; /* no penalty in food for regaining grace */
2504
2795 if (max_grace > 1) 2505 if (max_grace > 1)
2796 { 2506 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2507 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2508 if (over_grace > 0)
2799 { 2509 {
2827 op->stats.food += op->contr->digestion; 2537 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2538 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2539 op->stats.food = last_food;
2830 } 2540 }
2831 } 2541 }
2542
2832 if (max_hp > 1) 2543 if (max_hp > 1)
2833 { 2544 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2545 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0) 2546 if (over_hp > 0)
2836 { 2547 {
2849 } 2560 }
2850 2561
2851 /* Digestion */ 2562 /* Digestion */
2852 if (--op->last_eat < 0) 2563 if (--op->last_eat < 0)
2853 { 2564 {
2854#ifdef COZY_SERVER
2855 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2856 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2857#else
2858 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2565 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2859#endif
2860 2566
2861 if (op->contr->gen_hp > 0) 2567 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2568 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2863 else 2569 else
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2570 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2571
2865 /* dms do not consume food */ 2572 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2573 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2574 op->stats.food--;
2868 } 2575 }
2869 }
2870 2576
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2577 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2578 {
2873 object *tmp, *flesh = NULL; 2579 object *tmp, *flesh = 0;
2874 2580
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2581 for (tmp = op->inv; tmp; tmp = tmp->below)
2876 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 { 2582 {
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2583 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 { 2584 {
2585 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2586 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2587 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, tmp, 0); 2588 manual_apply (op, tmp, 0);
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2589 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2590 break;
2885 } 2591 }
2886 else if (tmp->type == FLESH) 2592 else if (tmp->type == FLESH)
2887 flesh = tmp; 2593 flesh = tmp;
2888 } /* End if paid for object */ 2594 } /* End if paid for object */
2889 } /* end of for loop */ 2595 } /* end of for loop */
2596
2890 /* If player is still starving, it means they don't have any food, so 2597 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2598 * eat flesh instead.
2892 */ 2599 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2600 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2601 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2602 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2896 manual_apply (op, flesh, 0); 2603 manual_apply (op, flesh, 0);
2897 } 2604 }
2898 } /* end if player is starving */ 2605 }
2899 2606
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2607 while (op->stats.food < 0 && op->stats.hp >= 0)
2901 op->stats.food++, op->stats.hp--; 2608 op->stats.food++, op->stats.hp--;
2902 2609
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2610 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2904 kill_player (op); 2611 kill_player (op);
2612 }
2905} 2613}
2906
2907
2908 2614
2909/* If the player should die (lack of hp, food, etc), we call this. 2615/* If the player should die (lack of hp, food, etc), we call this.
2910 * op is the player in jeopardy. If the player can not be saved (not 2616 * op is the player in jeopardy. If the player can not be saved (not
2911 * permadeath, no lifesave), this will take care of removing the player 2617 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2618 * file.
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2648 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2649 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2944 2650
2945 /* restore player */ 2651 /* restore player */
2946 at = archetype::find ("poisoning"); 2652 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op); 2653 if (object *tmp = present_arch_in_ob (at, op))
2948 if (tmp)
2949 { 2654 {
2950 tmp->destroy (); 2655 tmp->destroy ();
2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2656 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2952 } 2657 }
2953 2658
2954 at = archetype::find ("confusion"); 2659 at = archetype::find ("confusion");
2955 tmp = present_arch_in_ob (at, op); 2660 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2661 {
2958 tmp->destroy (); 2662 tmp->destroy ();
2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2663 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960 } 2664 }
2961 2665
2963 op->stats.hp = op->stats.maxhp; 2667 op->stats.hp = op->stats.maxhp;
2964 if (op->stats.food <= 0) 2668 if (op->stats.food <= 0)
2965 op->stats.food = 999; 2669 op->stats.food = 999;
2966 2670
2967 /* create a bodypart-trophy to make the winner happy */ 2671 /* create a bodypart-trophy to make the winner happy */
2968 tmp = arch_to_object (archetype::find ("finger")); 2672 if (object *tmp = arch_to_object (archetype::find ("finger")))
2969 if (tmp != NULL)
2970 { 2673 {
2971 sprintf (buf, "%s's finger", &op->name); 2674 sprintf (buf, "%s's finger", &op->name);
2972 tmp->name = buf; 2675 tmp->name = buf;
2973 sprintf (buf, " This finger has been cut off %s\n" 2676 sprintf (buf, " This finger has been cut off %s\n"
2974 " the %s, when he was defeated at\n level %d by %s.\n", 2677 " the %s, when he was defeated at\n level %d by %s.\n",
2975 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2678 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2976 tmp->msg = buf; 2679 tmp->msg = buf;
2977 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2680 tmp->value = 0, tmp->type = 0;
2978 tmp->materialname = NULL; 2681 tmp->materialname = "organics";
2979 tmp->x = op->x, tmp->y = op->y; 2682 tmp->insert_at (op, tmp);
2980 insert_ob_in_map (tmp, op->map, op, 0);
2981 } 2683 }
2982 2684
2983 /* teleport defeated player to new destination */ 2685 /* teleport defeated player to new destination */
2984 transfer_ob (op, x, y, 0, NULL); 2686 transfer_ob (op, x, y, 0, NULL);
2985 op->contr->braced = 0; 2687 op->contr->braced = 0;
2990 2692
2991 command_kill_pets (op, 0); 2693 command_kill_pets (op, 0);
2992 2694
2993 if (op->stats.food < 0) 2695 if (op->stats.food < 0)
2994 { 2696 {
2995 if (op->contr->explore)
2996 {
2997 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2998 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2999 op->stats.food = 999;
3000 return;
3001 }
3002 sprintf (buf, "%s starved to death.", &op->name); 2697 sprintf (buf, "%s starved to death.", &op->name);
3003 strcpy (op->contr->killer, "starvation"); 2698 strcpy (op->contr->killer, "starvation");
3004 } 2699 }
3005 else 2700 else
3006 {
3007 if (op->contr->explore)
3008 {
3009 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3010 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3011 op->stats.hp = op->stats.maxhp;
3012 return;
3013 }
3014 sprintf (buf, "%s died.", &op->name); 2701 sprintf (buf, "%s died.", &op->name);
3015 } 2702
3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2703 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3017 2704
3018 /* save the map location for corpse, gravestone */ 2705 /* save the map location for corpse, gravestone */
3019 x = op->x; 2706 x = op->x;
3020 y = op->y; 2707 y = op->y;
3021 map = op->map; 2708 map = op->map;
3022 2709
3023
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to 2710 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat. 2711 * life if they are dead - it takes some exp and a random stat.
3028 * See the config.h file for a little more in depth detail about this. 2712 * See the config.h file for a little more in depth detail about this.
3029 */ 2713 */
3030 2714
3031 /* Basically two ways to go - remove a stat permanently, or just 2715 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect 2716 * make it depletion. This bunch of code deals with that aspect
3033 * of death. 2717 * of death.
3034 */ 2718 */
3035#ifndef COZY_SERVER 2719#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss) 2720 if (settings.balanced_stat_loss)
3037 { 2721 {
3038 /* If stat loss is permanent, lose one stat only. */ 2722 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer 2723 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */ 2724 more if they do. */
3041 /* Higher level characters can afford things such as potions of 2725 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that 2726 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */ 2727 little bit harder. */
3044 /* GD */ 2728 /* GD */
3045 if (settings.stat_loss_on_death) 2729 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2730 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else 2731 else
3051 { 2732 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2733 }
2734 else
3052 num_stats_lose = 1; 2735 num_stats_lose = 1;
3053 } 2736
3054 lost_a_stat = 0; 2737 lost_a_stat = 0;
3055 2738
3056 for (z = 0; z < num_stats_lose; z++) 2739 for (z = 0; z < num_stats_lose; z++)
3057 { 2740 {
3058 i = RANDOM () % NUM_STATS; 2741 i = RANDOM () % NUM_STATS;
3059 2742
3060 if (settings.stat_loss_on_death) 2743 if (settings.stat_loss_on_death)
2744 {
2745 /* Pick a random stat and take a point off it. Tell the player
2746 * what he lost.
2747 */
2748 change_attr_value (&(op->stats), i, -1);
2749 check_stat_bounds (&(op->stats));
2750 change_attr_value (&(op->contr->orig_stats), i, -1);
2751 check_stat_bounds (&(op->contr->orig_stats));
2752 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2753 lost_a_stat = 1;
2754 }
2755 else
2756 {
2757 /* deplete a stat */
2758 archetype *deparch = archetype::find ("depletion");
2759 object *dep;
2760
2761 dep = present_arch_in_ob (deparch, op);
2762 if (!dep)
3061 { 2763 {
3062 /* Pick a random stat and take a point off it. Tell the player 2764 dep = arch_to_object (deparch);
3063 * what he lost. 2765 insert_ob_in_ob (dep, op);
3064 */
3065 change_attr_value (&(op->stats), i, -1);
3066 check_stat_bounds (&(op->stats));
3067 change_attr_value (&(op->contr->orig_stats), i, -1);
3068 check_stat_bounds (&(op->contr->orig_stats));
3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3070 lost_a_stat = 1;
3071 } 2766 }
3072 else 2767 lose_this_stat = 1;
2768 if (settings.balanced_stat_loss)
3073 { 2769 {
3074 /* deplete a stat */ 2770 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2771 /* Get the stat that we're about to deplete. */
3076 object *dep; 2772 this_stat = get_attr_value (&(dep->stats), i);
3077 2773 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2774 {
3081 dep = arch_to_object (deparch); 2775 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2776 int keep_chance = this_stat * this_stat;
3083 } 2777
3084 lose_this_stat = 1; 2778 /* Yes, I am paranoid. Sue me. */
3085 if (settings.balanced_stat_loss)
3086 {
3087 /* GD */
3088 /* Get the stat that we're about to deplete. */
3089 this_stat = get_attr_value (&(dep->stats), i);
3090 if (this_stat < 0) 2779 if (keep_chance < 1)
2780 keep_chance = 1;
2781
2782 /* There is a maximum depletion total per level. */
2783 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2784 {
3092 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3093 int keep_chance = this_stat * this_stat;
3094
3095 /* Yes, I am paranoid. Sue me. */
3096 if (keep_chance < 1)
3097 keep_chance = 1;
3098
3099 /* There is a maximum depletion total per level. */
3100 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3101 {
3102 lose_this_stat = 0; 2785 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2786 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2787 retain the stat. */
3105 }
3106 else
3107 {
3108 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3109 lose_this_stat = 0;
3110 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3111 this_stat, keep_chance, loss_chance,
3112 lose_this_stat?"LOSE":"KEEP"); */
3113 }
3114 } 2788 }
3115 }
3116
3117 if (lose_this_stat)
3118 {
3119 this_stat = get_attr_value (&(dep->stats), i);
3120 /* We could try to do something clever like find another
3121 * stat to reduce if this fails. But chances are, if
3122 * stats have been depleted to -50, all are pretty low
3123 * and should be roughly the same, so it shouldn't make a
3124 * difference.
3125 */ 2789 else
3126 if (this_stat >= -50)
3127 { 2790 {
3128 change_attr_value (&(dep->stats), i, -1); 2791 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3129 SET_FLAG (dep, FLAG_APPLIED);
3130 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3131 fix_player (op);
3132 lost_a_stat = 1; 2792 lose_this_stat = 0;
2793 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2794 this_stat, keep_chance, loss_chance,
2795 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2796 }
3134 } 2797 }
3135 } 2798 }
2799
2800 if (lose_this_stat)
2801 {
2802 this_stat = get_attr_value (&(dep->stats), i);
2803 /* We could try to do something clever like find another
2804 * stat to reduce if this fails. But chances are, if
2805 * stats have been depleted to -50, all are pretty low
2806 * and should be roughly the same, so it shouldn't make a
2807 * difference.
2808 */
2809 if (this_stat >= -50)
2810 {
2811 change_attr_value (&(dep->stats), i, -1);
2812 SET_FLAG (dep, FLAG_APPLIED);
2813 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2814 op->update_stats ();
2815 lost_a_stat = 1;
2816 }
3136 } 2817 }
2818 }
2819 }
3137 /* If no stat lost, tell the player. */ 2820 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2821 if (!lost_a_stat)
3139 { 2822 {
3140 /* determine_god() seems to not work sometimes... why is this? 2823 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2824 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2825 const char *god = determine_god (op);
3143 2826
3144 if (god && (strcmp (god, "none"))) 2827 if (god && (strcmp (god, "none")))
3145 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2828 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3146 else 2829 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2830 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3148 } 2831 }
3149#else 2832#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3151#endif 2834#endif
3152 2835
3153 /* Put a gravestone up where the character 'almost' died. List the 2836 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2837 * exp loss on the stone.
3155 */ 2838 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2839 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name); 2840 sprintf (buf, "%s's gravestone", &op->name);
3158 tmp->name = buf; 2841 tmp->name = buf;
3159 sprintf (buf, "%s's gravestones", &op->name); 2842 sprintf (buf, "%s's gravestones", &op->name);
3160 tmp->name_pl = buf; 2843 tmp->name_pl = buf;
3161 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2844 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3162 tmp->msg = buf; 2845 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2846 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2847 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2848
3166 /**************************************/ 2849 /**************************************/
3167 /* */ 2850 /* */
3168 /* Subtract the experience points, */ 2851 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */ 2852 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */ 2853 /* food, and reset HP's... */
3171 /* */ 2854 /* */
3172 /**************************************/ 2855 /**************************************/
3173 2856
3174 /* remove any poisoning and confusion the character may be suffering. */ 2857 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */ 2858 /* restore player */
3176 at = archetype::find ("poisoning"); 2859 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op); 2860 tmp = present_arch_in_ob (at, op);
3178 2861
3179 if (tmp) 2862 if (tmp)
3180 { 2863 {
3181 tmp->destroy (); 2864 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2865 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 } 2866 }
3184 2867
3185 at = archetype::find ("confusion"); 2868 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op); 2869 tmp = present_arch_in_ob (at, op);
3187 if (tmp) 2870 if (tmp)
3188 { 2871 {
3189 tmp->destroy (); 2872 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2873 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 } 2874 }
3192 2875
3193 cure_disease (op, 0); /* remove any disease */ 2876 cure_disease (op, 0); /* remove any disease */
3194 2877
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2878 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2879 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100) 2880 if (op->stats.food < 100)
3198 op->stats.food = 900; 2881 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp; 2882 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2883 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2884 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2885
3203 /* 2886 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2887 * Check to see if the player has any unpaid items. If so, remove them
3205 * the player has any unpaid items. If so, remove them and put them back 2888 * and put them back in the map.
3206 * in the map. 2889 */
3207 */
3208
3209 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op); 2890 remove_unpaid_objects (op->inv, op);
3211 2891
3212 /****************************************/ 2892 /****************************************/
3213 /* */ 2893 /* */
3214 /* Move player to his current respawn- */ 2894 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 2895 /* position (usually last savebed) */
3216 /* */ 2896 /* */
3217 /****************************************/ 2897 /****************************************/
3218 2898
3219 enter_player_savebed (op); 2899 enter_player_savebed (op);
3220 2900
3221 /* Save the player before inserting the force to reduce
3222 * chance of abuse.
3223 */
3224 op->contr->braced = 0; 2901 op->contr->braced = 0;
3225 save_player (op, 1);
3226 2902
3227 /* it is possible that the player has blown something up 2903 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 2904 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 2905 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 2906 * on the space that might harm the player.
3231 */ 2907 */
3232 will_kill_again = 0; 2908 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2909 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 2910 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 2911 will_kill_again |= tmp->attacktype;
3236 2912
3237 if (will_kill_again) 2913 if (will_kill_again)
3238 { 2914 {
3239 object *force; 2915 object *force;
3240 int at; 2916 int at;
3241 2917
3242 force = get_archetype (FORCE_NAME); 2918 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 2919 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 2920 force->speed = 0.1f;
3245 force->speed_left = -5.0; 2921 force->speed_left = -5.f;
3246 SET_FLAG (force, FLAG_APPLIED); 2922 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 2923 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 2924 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 2925 force->resist[at] = 100;
3250 2926
3251 insert_ob_in_ob (force, op); 2927 insert_ob_in_ob (force, op);
3252 fix_player (op); 2928 op->update_stats ();
3253 2929
3254 } 2930 }
3255 2931
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2932 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3257 return;
3258 } /* NOT_PERMADETH */
3259 else
3260 {
3261 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3262 * should probably be embedded in an else statement.
3263 */
3264
3265 op->contr->party = NULL;
3266 if (settings.set_title == TRUE)
3267 op->contr->own_title[0] = '\0';
3268 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3269 check_score (op);
3270
3271 if (op->contr->ranges[range_golem])
3272 {
3273 remove_friendly_object (op->contr->ranges[range_golem]);
3274 op->contr->ranges[range_golem]->destroy ();
3275 op->contr->ranges[range_golem] = 0;
3276 }
3277
3278 loot_object (op); /* Remove some of the items for good */
3279 op->remove ();
3280 op->direction = 0;
3281
3282 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3283 {
3284 delete_character (op->name, 0);
3285 if (settings.resurrection == TRUE)
3286 {
3287 /* save playerfile sans equipment when player dies
3288 ** then save it as player.pl.dead so that future resurrection
3289 ** type spells will work on them nicely
3290 */
3291 delete_character (op->name, 0);
3292 op->stats.hp = op->stats.maxhp;
3293 op->stats.food = 999;
3294
3295 /* set the location of where the person will reappear when */
3296 /* maybe resurrection code should fix map also */
3297 strcpy (op->contr->maplevel, settings.emergency_mapname);
3298 if (op->map != NULL)
3299 op->map = NULL;
3300 op->x = settings.emergency_x;
3301 op->y = settings.emergency_y;
3302 save_player (op, 0);
3303 op->map = map;
3304 /* please see resurrection.c: peterm */
3305 dead_player (op);
3306 }
3307 else
3308 delete_character (op->name, 1);
3309 }
3310
3311 play_again (op);
3312
3313 /* peterm: added to create a corpse at deathsite. */
3314 tmp = arch_to_object (archetype::find ("corpse_pl"));
3315 sprintf (buf, "%s", &op->name);
3316 tmp->name = tmp->name_pl = buf;
3317 tmp->level = op->level;
3318 tmp->x = x;
3319 tmp->y = y;
3320 tmp->msg = gravestone_text (op);
3321 SET_FLAG (tmp, FLAG_UNIQUE);
3322 insert_ob_in_map (tmp, map, NULL, 0);
3323 }
3324} 2933}
3325
3326 2934
3327void 2935void
3328loot_object (object *op) 2936loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 2937{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 2938 object *tmp, *tmp2, *next;
3331 2939
3332 if (op->container) 2940 op->close_container (); /* close open sack first */
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container);
3335 }
3336 2941
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 2942 for (tmp = op->inv; tmp; tmp = next)
3338 { 2943 {
3339 next = tmp->below; 2944 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 2945
2946 if (tmp->invisible)
3341 continue; 2947 continue;
2948
3342 tmp->remove (); 2949 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 2950 tmp->x = op->x, tmp->y = op->y;
2951
3344 if (tmp->type == CONTAINER) 2952 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 2953 loot_object (tmp); /* empty container to ground */
3346 loot_object (tmp); 2954
3347 }
3348 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2955 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3349 { 2956 {
3350 if (tmp->nrof > 1) 2957 if (tmp->nrof > 1)
3351 { 2958 {
3352 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2959 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3353 tmp2->destroy (); 2960 tmp2->destroy ();
3364/* 2971/*
3365 * fix_weight(): Check recursively the weight of all players, and fix 2972 * fix_weight(): Check recursively the weight of all players, and fix
3366 * what needs to be fixed. Refresh windows and fix speed if anything 2973 * what needs to be fixed. Refresh windows and fix speed if anything
3367 * was changed. 2974 * was changed.
3368 */ 2975 */
3369
3370void 2976void
3371fix_weight (void) 2977fix_weight (void)
3372{ 2978{
3373 player *pl; 2979 for_all_players (pl)
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 { 2980 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2981 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378 2982
3379 if (old == sum) 2983 if (old == sum)
3380 continue; 2984 continue;
3381 fix_player (pl->ob); 2985 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2986 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3383 } 2987 }
3384} 2988}
3385 2989
3386void 2990void
3387fix_luck (void) 2991fix_luck (void)
3388{ 2992{
3389 player *pl; 2993 for_all_players (pl)
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next)
3392 if (!pl->ob->contr->state) 2994 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 2995 pl->ob->change_luck (0);
3394} 2996}
3395
3396 2997
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 2998/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 2999 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 3000 * just treat this as any other spell casting object.
3400 */ 3001 */
3401
3402void 3002void
3403cast_dust (object *op, object *throw_ob, int dir) 3003cast_dust (object *op, object *throw_ob, int dir)
3404{ 3004{
3405 object *skop, *spob; 3005 object *skop, *spob;
3406 3006
3440 if (op->type == PLAYER) 3040 if (op->type == PLAYER)
3441 { 3041 {
3442 op->contr->tmp_invis = 0; 3042 op->contr->tmp_invis = 0;
3443 op->contr->invis_race = 0; 3043 op->contr->invis_race = 0;
3444 } 3044 }
3045
3445 update_object (op, UP_OBJ_FACE); 3046 update_object (op, UP_OBJ_CHANGE);
3446} 3047}
3447 3048
3448int 3049int
3449is_true_undead (object *op) 3050is_true_undead (object *op)
3450{ 3051{
3451 object *tmp = NULL;
3452
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3052 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1; 3053 return 1;
3455 3054
3456 if (op->type == PLAYER)
3457 for (tmp = op->inv; tmp; tmp = tmp->below)
3458 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3459 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3460 return 1;
3461 return 0; 3055 return 0;
3462} 3056}
3463 3057
3464/* look at the surrounding terrain to determine 3058/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3059 * the hideability of this object. Positive levels
3507/* For Hidden creatures - a chance of becoming 'unhidden' 3101/* For Hidden creatures - a chance of becoming 'unhidden'
3508 * every time they move - as we subtract off 'invisibility' 3102 * every time they move - as we subtract off 'invisibility'
3509 * AND, for players, if they move into a ridiculously unhideable 3103 * AND, for players, if they move into a ridiculously unhideable
3510 * spot (surrounded by clear terrain in broad daylight). -b.t. 3104 * spot (surrounded by clear terrain in broad daylight). -b.t.
3511 */ 3105 */
3512
3513void 3106void
3514do_hidden_move (object *op) 3107do_hidden_move (object *op)
3515{ 3108{
3516 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3109 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3517 object *skop; 3110 object *skop;
3521 3114
3522 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3115 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3523 3116
3524 /* its *extremely* hard to run and sneak/hide at the same time! */ 3117 /* its *extremely* hard to run and sneak/hide at the same time! */
3525 if (op->type == PLAYER && op->contr->run_on) 3118 if (op->type == PLAYER && op->contr->run_on)
3526 {
3527 if (!skop || num >= skop->level) 3119 if (!skop || num >= skop->level)
3528 { 3120 {
3529 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3121 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3530 make_visible (op); 3122 make_visible (op);
3531 return; 3123 return;
3532 } 3124 }
3533 else 3125 else
3534 num += 20; 3126 num += 20;
3535 } 3127
3536 num += op->map->difficulty; 3128 num += op->map->difficulty;
3537 hide = hideability (op); /* modify by terrain hidden level */ 3129 hide = hideability (op); /* modify by terrain hidden level */
3538 num -= hide; 3130 num -= hide;
3131
3539 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3132 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3540 { 3133 {
3541 make_visible (op); 3134 make_visible (op);
3542 if (op->type == PLAYER) 3135 if (op->type == PLAYER)
3543 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3136 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3544 } 3137 }
3545 else if (op->type == PLAYER && skop) 3138 else if (op->type == PLAYER && skop)
3546 {
3547 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3139 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3548 }
3549} 3140}
3550 3141
3551/* determine if who is standing near a hostile creature. */ 3142/* determine if who is standing near a hostile creature. */
3552 3143
3553int 3144int
3580 if (mflags & P_OUT_OF_MAP) 3171 if (mflags & P_OUT_OF_MAP)
3581 continue; 3172 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3173 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3174 continue;
3584 3175
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3176 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3177 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3178 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3179 return 1;
3589 else if (tmp->type == PLAYER) 3180 else if (tmp->type == PLAYER)
3590 { 3181 {
3620 if (pl->type != PLAYER) 3211 if (pl->type != PLAYER)
3621 { 3212 {
3622 LOG (llevError, "player_can_view() called for non-player object\n"); 3213 LOG (llevError, "player_can_view() called for non-player object\n");
3623 return -1; 3214 return -1;
3624 } 3215 }
3216
3625 if (!pl || !op) 3217 if (!pl || !op)
3626 return 0; 3218 return 0;
3627 3219
3628 if (op->head)
3629 {
3630 op = op->head; 3220 op = op->head_ ();
3631 } 3221
3632 get_rangevector (pl, op, &rv, 0x1); 3222 get_rangevector (pl, op, &rv, 0x1);
3633 3223
3634 /* starting with the 'head' part, lets loop 3224 /* starting with the 'head' part, lets loop
3635 * through the object and find if it has any 3225 * through the object and find if it has any
3636 * part that is in the los array but isnt on 3226 * part that is in the los array but isnt on
3644 3234
3645 /* only the viewable area the player sees is updated by LOS 3235 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values 3236 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values. 3237 * for any meaningful values.
3648 */ 3238 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3239 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3240 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3241 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3652 return 1; 3242 return 1;
3653 op = op->more; 3243 op = op->more;
3654 } 3244 }
3655 return 0; 3245 return 0;
3656} 3246}
3753 char buf[MAX_BUF]; /* tmp. string buffer */ 3343 char buf[MAX_BUF]; /* tmp. string buffer */
3754 int i = 0, j = 0; 3344 int i = 0, j = 0;
3755 3345
3756 /* get the appropriate treasurelist */ 3346 /* get the appropriate treasurelist */
3757 if (atnr == ATNR_FIRE) 3347 if (atnr == ATNR_FIRE)
3758 trlist = find_treasurelist ("dragon_ability_fire"); 3348 trlist = treasurelist::find ("dragon_ability_fire");
3759 else if (atnr == ATNR_COLD) 3349 else if (atnr == ATNR_COLD)
3760 trlist = find_treasurelist ("dragon_ability_cold"); 3350 trlist = treasurelist::find ("dragon_ability_cold");
3761 else if (atnr == ATNR_ELECTRICITY) 3351 else if (atnr == ATNR_ELECTRICITY)
3762 trlist = find_treasurelist ("dragon_ability_elec"); 3352 trlist = treasurelist::find ("dragon_ability_elec");
3763 else if (atnr == ATNR_POISON) 3353 else if (atnr == ATNR_POISON)
3764 trlist = find_treasurelist ("dragon_ability_poison"); 3354 trlist = treasurelist::find ("dragon_ability_poison");
3765 3355
3766 if (trlist == NULL || who->type != PLAYER) 3356 if (trlist == NULL || who->type != PLAYER)
3767 return; 3357 return;
3768 3358
3769 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3359 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3770 3360
3771 if (tr == NULL || tr->item == NULL) 3361 if (!tr || !tr->item)
3772 { 3362 {
3773 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3363 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3774 return; 3364 return;
3775 } 3365 }
3776 3366
3842 { 3432 {
3843 /* forces in the treasurelist can alter the player's stats */ 3433 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3434 object *skin;
3845 3435
3846 /* first get the dragon skin force */ 3436 /* first get the dragon skin force */
3437 shstr_cmp dragon_skin_force ("dragon_skin_force");
3847 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3438 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3439 ;
3440
3848 if (skin == NULL) 3441 if (!skin)
3849 return; 3442 return;
3850 3443
3851 /* adding new spellpath attunements */ 3444 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3445 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3446 {
3898 * not readied. 3491 * not readied.
3899 */ 3492 */
3900void 3493void
3901player_unready_range_ob (player *pl, object *ob) 3494player_unready_range_ob (player *pl, object *ob)
3902{ 3495{
3903 rangetype i; 3496 if (pl->ob->current_weapon == ob)
3497 pl->ob->current_weapon = 0;
3904 3498
3905 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3499 if (pl->combat_ob == ob)
3906 { 3500 pl->combat_ob = 0;
3501
3907 if (pl->ranges[i] == ob) 3502 if (pl->ranged_ob == ob)
3908 { 3503 pl->ranged_ob = 0;
3909 pl->ranges[i] = NULL;
3910 if (pl->shoottype == i)
3911 {
3912 pl->shoottype = range_none;
3913 }
3914 }
3915 }
3916} 3504}
3505
3506sint8
3507player::visibility_at (maptile *map, int x, int y) const
3508{
3509 if (!ns)
3510 return 0;
3511
3512 int dx, dy;
3513 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3514 return 0;
3515
3516 x += dx - ns->current_x + ns->mapx / 2;
3517 y += dy - ns->current_y + ns->mapy / 2;
3518
3519 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3520 return 0;
3521
3522 return 100 - blocked_los [x][y];
3523}

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